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Posts
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Joined
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Quote:Big numbers may not be everything but a 100% mag 3 stun is pretty nice and you can stack it on bosses with Cosmic Burst or Bonesmasher.Wrong. In fact you should never have taken Total Focus in the first place unless your only goal is to look pretty doing cool animations.
Energy Punch+Bonesmasher > Total Focus
Numbers: (assuming 99.08 dmg slotting)
Energy Punch
0.83 sec activation
110.7 smashing dmg
106.3 energy dmg
217 total dmg
Bone Smasher
1.5 sec activation
201.5 Smashing dmg
86.4 Energy dmg
287.9 Total dmg
Total Focus
3.3 sec activation
110.7 smashing dmg
283.4 Energy dmg
394.1 Total dmg
Using both energy punch and bone smasher deals out 504.9 damage, 110 more dmg than total focus in 70% (1 second) of the time it takes you to use total focus
While you're doing 90.7 less energy damage using EP+BS compared to total focus, you're doing 201.5 MORE smashing damage than total focus. If any enemy had so much more smashing resistance than energy resistance, enough for it to come out even, EP+BS would still be taking less time to cast, and you could even follow up with your tier 1 blast in the same amount of time it would take for you to use total focus.
Don't take Total Focus, big numbers aren't everything. -
Well, the reason I went for Soul Mastery was because I heard Gloom was a simply amazing attack. That combined with Darkest Night's extra mitigation to a defensively weak set like Fiery Aura and Dark Obliteration's AoE to an AoE-weak set like Dark Melee made it seem like the obvious choice. Of course, for greater AoE damage using Burn, Mu does seem like the better choice. I guess I need to decide between defense or offense...
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As the title asks, how good is Burn really as an AoE power. Right now in my DM/FA Brute's build I am trying to fit both Darkest Night and Dark Obliteration but in order to do so I have to skip Burn (in which I would skip Soul Tentacles too). So would Dark Obliteration be better AoE damage than Tentacles+Burn or should I just forget about the targeted AoE? Here is a sample of my build with Darkest Night so you get an idea of what I am talking about.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Netherblaze: Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Fiery Aura
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
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Level 1: Smite C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Dmg/EndRdx/Rchg(7)
Level 1: Fire Shield RctvArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx(17), TtmC'tng-ResDam/EndRdx(17), Aegis-ResDam/EndRdx(40)
Level 2: Blazing Aura Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(50)
Level 4: Healing Flames Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(13), Dct'dW-Rchg(13), Mrcl-Rcvry+(15)
Level 6: Boxing T'Death-Dam%(A), Mako-Dam%(45)
Level 8: Siphon Life C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Dmg/EndRdx/Rchg(11), HO:Golgi(43)
Level 10: Combat Jumping Krma-ResKB(A)
Level 12: Swift Run-I(A)
Level 14: Super Jump Winter-ResSlow(A)
Level 16: Health Numna-Regen/Rcvry+(A)
Level 18: Plasma Shield RctvArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx(19), TtmC'tng-ResDam/EndRdx(19), Aegis-ResDam/EndRdx(46)
Level 20: Stamina EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Dark Consumption Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(46)
Level 24: Tough RctvArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx(25), TtmC'tng-ResDam/EndRdx(25), Aegis-ResDam/EndRdx(40)
Level 26: Soul Drain Erad-Acc/Rchg(A), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(27), AdjTgt-ToHit/Rchg(34), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-ToHit/EndRdx(46)
Level 28: Consume P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc/Rchg(29), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc(39)
Level 30: Hasten RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Midnight Grasp T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
Level 35: Temperature Protection S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(36), S'fstPrt-ResDam/EndRdx(36)
Level 38: Weave GftotA-Def/EndRdx(A), RedFtn-Def/EndRdx(39), LkGmblr-Def/EndRdx(43)
Level 41: Gloom Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(42), Entrpc-Dmg/Rchg(42), Entrpc-Dmg/EndRdx/Rchg(42), Entrpc-Heal%(43)
Level 44: Darkest Night HO:Enzym(A), HO:Enzym(45), HO:Enzym(45)
Level 47: Soul Tentacles Enf'dOp-EndRdx/Immob(A), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Immob(48), Enf'dOp-Acc/EndRdx(48)
Level 49: Burn Dmg-I(A), Dmg-I(50), Dmg-I(50)
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Level 1: Brawl Acc-I(A)
Level 1: Sprint EndRdx-I(A)
Level 2: Rest RechRdx-I(A)
Level 1: Fury
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Set Bonus Totals:
12.5% DamageBuff(Smashing)
12.5% DamageBuff(Lethal)
12.5% DamageBuff(Fire)
12.5% DamageBuff(Cold)
12.5% DamageBuff(Energy)
12.5% DamageBuff(Negative)
12.5% DamageBuff(Toxic)
12.5% DamageBuff(Psionic)
9.25% Defense(Smashing)
9.25% Defense(Lethal)
3% Defense(Fire)
3% Defense(Cold)
6.13% Defense(Energy)
6.13% Defense(Negative)
3% Defense(Psionic)
11.8% Defense(Melee)
4.56% Defense(Ranged)
3% Defense(AoE)
4.05% Max End
23% Enhancement(Accuracy)
31.3% Enhancement(RechargeTime)
3% Enhancement(Immobilize)
4% Enhancement(Heal)
5% FlySpeed
123.7 HP (8.25%) HitPoints
5% JumpHeight
5% JumpSpeed
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Confused) 2.75%
MezResist(Held) 2.75%
MezResist(Immobilize) 7.15%
MezResist(Stun) 2.2%
MezResist(Terrorized) 2.2%
5.5% (0.09 End/sec) Recovery
20% (1.25 HP/sec) Regeneration
20% ResEffect(FlySpeed)
20% ResEffect(RechargeTime)
20% ResEffect(RunSpeed)
1.26% Resistance(Fire)
1.26% Resistance(Cold)
1.26% Resistance(Energy)
3.14% Resistance(Negative)
5% RunSpeed -
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That doesn't seem like THAT big of a difference to me. From 25% to 20% and 50% to 40%. But I am not a numbers man. I am glad that they are using Controller modifiers now though, as it should be.
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What is with this craze of softcapping ranged defense on Blasters? My Blaster has little defense outside of a few bonuses and stealth (occasionally hover) and I never have issues surviving in both solo and team settings. Solo you won't be facing enough enemies to warrant such a high defense and in a team setting it won't be ranged attacks that kill you but AoEs and melee. Did I miss something?
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Quote:I think it will be a pretty safe bet that Earthy Assault will be a very endurance heavy set. It seems to be a common theme with most Earth power sets. That will limit its farming ability greatly, IMO. Besides that, I agree it might be better than Psi damage wise.I was thinking the same thing. With 2 PBAoE dmg toggles and 2 AoEs in earth (fault Target AoE and tremor PBAoE) when it combines with fire/ it will be a forced to be reconed with. Not to mention fault can help with soft control to keep groups not attacking you. If anyone has modified mid's yet to add earth assault, I would love to see a build posted with fire/earth. As far as I can tell, needing stamina is its only drawback from /psi.
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Thanks for the list of Globals for me to join. I have been actively putting in effort to find a team and so do NOT assume I am not trying. Today I was able to do Virgil's Strike Force and even found a team to take on Caleb, which was great. I'm going to join those Global channels and keep an eye out for them. Glad to see that the Redside is a happenin' place
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I recently made my first villain on Infinity and I have found the number of people playing to be extremely lacking compared to Blueside. At first it wasn't too bad. I got some decent sized teams in the lower levels. Once I hit Port Oakes though I pretty much soloed everything. I am starting Cap now and I still cannot form a good sized team together. Whenever I use the Find Team option I never get a list larger than 40 Villains, half of which are way too high a level and are only looking for AE teams. I have been trying to do the Virgil SF but broadcast doesn't seem to work and I don't know the Villain Global channels for Infinity. Is this normal for Infinity Redside? If so, which server has the most active Villain population?
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Quote:God knows I was in your shoes when I played my first Blaster. I had the hardest time soloing in the thirties and it seemed like every time I tried I would get my *** kicked, even on heroic. One good mezz is all it takes to bring you down, though with the new Defiance this is not NEARLY as much as an issue as it was when I was at that level. All I can say is pack tons of Lucks and Break-Frees. Once you get your Epic powers things change drastically. I went with Force on my Fire/Nrg Blaster for the extra defense but they are all good and they all make a huge difference in how you solo. Just hold out and keep it up, it gets better I promise.I've lost count of the number of alts I have. And a great number of these are blasters of all flavors. I love laying waste in either AOE or ST style. But I've run into what I consider is a serious problem - and that's the survivability of blasters at higher levels. As a result of this, I haven't been able to level a blaster past 36, and at 36 I'm having a real hard time staying alive.
At high levels, my damage remains respectable, as long as the villain group doesn't resist it too much, but I see controllers, scrappers and tanks owning the battlefield while I play pick-off artist from a distance. And if I attract any attention - pow, I'm dead. Some may argue that this is a good reason to play team "roles" better on higher level teams, but come on. I've played every other AT and the blaster feels by far the most fragile.
My first 50 was a Dominator, so I'm don't feel I'm tactically insufficient or don't know when to retreat. So have you experienced the same? Have any tips and tricks?
I'm hoping one of my current alts Lil Fren, my AR/Dev blaster will change the bad taste in my mouth. So far, at level 33 and now with Full Auto, she's proving to be the most survivable of my many blasters by far. Unfairly so. The controllery aspect is my lifesaver. But no other secondary (no, not even /ice) seems to offer /Dev's safety. And to be fair, I haven't tried /Mind.
Thanks for your insights. I really do like blasters. I really do.
Oh and Devices blows. Sorry but it really does. -
On the EA note, could this mean Energy Armor is FINALLY getting the buff it needs? I sure hope so!
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I'm no Brute expert but here is a relatively cheap build I plan on getting. I frankenslotted Siphon Life in order to get the most out of it and slotted for as much recharge as I can (without purples). It really wish I could put more slots in some powers but overall I think it works well.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Netherblaze: Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Fiery Aura
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
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Level 1: Smite C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Dmg/EndRdx/Rchg(7)
Level 1: Fire Shield RctvArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx(17), TtmC'tng-ResDam/EndRdx(17), Aegis-ResDam/EndRdx(40)
Level 2: Blazing Aura Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(50)
Level 4: Healing Flames Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(13), Dct'dW-Rchg(13), S'fstPrt-ResDam/Def+(15)
Level 6: Boxing Acc-I(A)
Level 8: Siphon Life Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/Heal(9), Nictus-Acc/EndRdx/Heal/HP/Regen(9), C'ngImp-Dmg/Rchg(11), Mako-Dmg/Rchg(11), T'Death-Dmg/Rchg(43)
Level 10: Combat Jumping Krma-ResKB(A)
Level 12: Swift Run-I(A)
Level 14: Super Jump EndRdx-I(A)
Level 16: Health Heal-I(A)
Level 18: Plasma Shield RctvArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx(19), TtmC'tng-ResDam/EndRdx(19), Aegis-ResDam/EndRdx(46)
Level 20: Stamina EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Dark Consumption Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(46)
Level 24: Tough RctvArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx(25), TtmC'tng-ResDam/EndRdx(25), Aegis-ResDam/EndRdx(40)
Level 26: Soul Drain Erad-Acc/Rchg(A), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(27), AdjTgt-ToHit/Rchg(34), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-ToHit/EndRdx(46)
Level 28: Consume P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc/Rchg(29), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc(39)
Level 30: Hasten RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Midnight Grasp T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
Level 35: Fiery Embrace RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Weave GftotA-Def/EndRdx(A), RedFtn-Def/EndRdx(39), LkGmblr-Def/EndRdx(43)
Level 41: Gloom Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(42), Entrpc-Dmg/Rchg(42), Entrpc-Dmg/EndRdx/Rchg(42), Entrpc-Heal%(43)
Level 44: Darkest Night DampS-ToHitDeb/EndRdx(A), DampS-ToHitDeb(45), DarkWD-ToHitDeb/EndRdx(45), DarkWD-Slow%(45)
Level 47: Soul Tentacles Enf'dOp-EndRdx/Immob(A), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Immob(48)
Level 49: Burn Dmg-I(A), Dmg-I(50), Dmg-I(50)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Fury
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Set Bonus Totals:
14.5% DamageBuff(Smashing)
14.5% DamageBuff(Lethal)
14.5% DamageBuff(Fire)
14.5% DamageBuff(Cold)
14.5% DamageBuff(Energy)
14.5% DamageBuff(Negative)
14.5% DamageBuff(Toxic)
14.5% DamageBuff(Psionic)
9.25% Defense(Smashing)
9.25% Defense(Lethal)
3% Defense(Fire)
3% Defense(Cold)
6.13% Defense(Energy)
6.13% Defense(Negative)
3% Defense(Psionic)
11.8% Defense(Melee)
4.56% Defense(Ranged)
3% Defense(AoE)
4.05% Max End
3% Enhancement(Immobilize)
4% Enhancement(Heal)
25% Enhancement(Accuracy)
26.3% Enhancement(RechargeTime)
5% FlySpeed
134.9 HP (9%) HitPoints
5% JumpHeight
5% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Confused) 2.75%
MezResist(Held) 2.75%
MezResist(Immobilize) 4.95%
MezResist(Stun) 2.2%
MezResist(Terrorized) 2.2%
4% (0.07 End/sec) Recovery
20% (1.25 HP/sec) Regeneration
1.26% Resistance(Fire)
1.26% Resistance(Cold)
1.26% Resistance(Energy)
3.14% Resistance(Negative)
5% RunSpeed -
Elemental build with no Water Spout? The power has Water in the name! Get rid of the Coralax and pick up Water Spout. Great power!
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I have a love/hate relationship with my Elec^3 Blapper. While I love his concept and the electricity powers themselves, I hate how long I get rooted when trying to drain a spawn of enemies solo. By the time I get off my drain, I am either dead or half dead. It's really annoying >_<. he is great on teams though the endurance drain really adds a lot to survivability of your group. here build i am aiming for once hits decided go with fighting pool instead medicine just because feel tough would be form proactive mitigation while aid self reactive which less reliable.>
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Volt Velocity: Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Electrical Mastery
Hero Profile:
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Level 1: Lightning Bolt Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(45)
Level 1: Electric Fence Dmg-I(A)
Level 2: Charged Brawl Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(25)
Level 4: Ball Lightning Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(17), EnManip-Stun%(23)
Level 6: Swift Run-I(A)
Level 8: Aim RechRdx-I(A), RechRdx-I(9)
Level 10: Havoc Punch T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(25), T'Death-Dam%(43)
Level 12: Hasten RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Speed Run-I(A)
Level 16: Health Heal-I(A)
Level 18: Tesla Cage BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(50)
Level 20: Stamina EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Build Up RechRdx-I(A), RechRdx-I(23)
Level 24: Boxing EndRdx-I(A)
Level 26: Tough HO:Ribo(A), HO:Ribo(27), HO:Ribo(43), S'fstPrt-ResDam/Def+(46)
Level 28: Thunder Strike Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(46)
Level 30: Short Circuit Efficacy-EndMod(A), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/Acc/Rchg(31), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(34)
Level 32: Thunderous Blast Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(46)
Level 35: Power Sink Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Shocking Grasp T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(40)
Level 41: Static Discharge Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Charged Armor HO:Ribo(A), HO:Ribo(45), HO:Ribo(45)
Level 47: Surge of Power Aegis-ResDam(A), Aegis-ResDam/Rchg(48), ImpArm-ResDam(48), ImpArm-ResDam/Rchg(48), ImpSkn-Status(50)
Level 49: Combat Jumping Zephyr-ResKB(A), LkGmblr-Rchg+(50)
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Level 1: Brawl Acc-I(A)
Level 1: Sprint EndRdx-I(A)
Level 2: Rest RechRdx-I(A)
Level 1: Defiance
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Set Bonus Totals:
16% DamageBuff(Smashing)
16% DamageBuff(Lethal)
16% DamageBuff(Fire)
16% DamageBuff(Cold)
16% DamageBuff(Energy)
16% DamageBuff(Negative)
16% DamageBuff(Toxic)
16% DamageBuff(Psionic)
8.62% Defense(Smashing)
8.62% Defense(Lethal)
3% Defense(Fire)
3% Defense(Cold)
9.25% Defense(Energy)
9.25% Defense(Negative)
3% Defense(Psionic)
14.3% Defense(Melee)
8% Defense(Ranged)
3% Defense(AoE)
48.8% Enhancement(RechargeTime)
43% Enhancement(Accuracy)
4% FlySpeed
81.3 HP (6.75%) HitPoints
4% JumpHeight
4% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Confused) 12.5%
MezResist(Held) 21.3%
MezResist(Immobilize) 21.3%
MezResist(Sleep) 12.5%
MezResist(Stun) 14.7%
MezResist(Terrorized) 12.5%
17% (0.28 End/sec) Recovery
20% (1.01 HP/sec) Regeneration
4.73% Resistance(Fire)
4.73% Resistance(Cold)
9% RunSpeed -
Okay so after re-working my build a bit this is what I came up with. I feel it is actually a lot cheaper and also a lot safer too. I want her to be able to solo 4-6 man team maps come I16 so I went for more S/L Defense. I am most worried about my recovery rate at this point as Storm Summoning is an Endurance hog. My bonus priority was:
1-Recovery
2-Recharge
3-Defense
4-Resistance
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Azshalla: Level 50 Natural Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Entangle -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(3), Entrpc-Dmg/Rchg(7), Entrpc-Dmg/EndRdx/Rchg(25), Entrpc-Heal%(43)
Level 1: Gale -- Acc-I(A)
Level 2: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(43)
Level 4: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Acc/Dmg/EndRdx(5), Enf'dOp-Acc/EndRdx(15), Dmg-I(19)
Level 6: Hurdle -- Jump-I(A)
Level 8: Seeds of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(9), Mlais-Acc/EndRdx(9), Mlais-Conf/Rng(11), Mlais-Acc/Conf/Rchg(15), Mlais-Dam%(17)
Level 10: Steamy Mist -- EndRdx-I(A), ResDam-I(11), S'fstPrt-ResDam/EndRdx(46), S'fstPrt-ResDam/Def+(50)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Speed -- Run-I(A)
Level 16: Freezing Rain -- CtlSpd-EndRdx/Rchg/Slow(A), ImpSwft-EndRdx/Rchg/Slow(17), TmpRdns-EndRdx/Rchg/Slow(19), P'ngTtl-EndRdx/Rchg/Slow(40)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-Rchg/Hold(23), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Acc/EndRdx/Rchg/Hold(34)
Level 24: Hurricane -- EndRdx-I(A)
Level 26: Carrion Creepers -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27), Acc-I(29), Posi-Dam%(29), ImpSwft-Dam%(31)
Level 28: Boxing -- Acc-I(A)
Level 30: Tough -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(31), ImpArm-ResDam/EndRdx(31), RctvArm-ResDam/EndRdx(34)
Level 32: Fly Trap -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(33), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(34)
Level 35: Tornado -- C'Arms-Dmg/EndRdx(A), C'Arms-EndRdx/Dmg/Rchg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-EndRdx/Dmg/Rchg(36), RechRdx-I(37), RechRdx-I(37)
Level 38: Lightning Storm -- Thundr-Dmg/Rchg(A), Thundr-Dmg/EndRdx/Rchg(39), Entrpc-Dmg/Rchg(39), Entrpc-Dmg/EndRdx/Rchg(39), Dev'n-Dmg/Rchg(40), Dev'n-Hold%(40)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), FrcFbk-Rechg%(46)
Level 44: Rock Armor -- GftotA-Def/EndRdx(A), GftotA-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Rchg+(46)
Level 47: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Rchg+(50)
Level 49: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]2.5% DamageBuff(Smashing)[*]2.5% DamageBuff(Lethal)[*]2.5% DamageBuff(Fire)[*]2.5% DamageBuff(Cold)[*]2.5% DamageBuff(Energy)[*]2.5% DamageBuff(Negative)[*]2.5% DamageBuff(Toxic)[*]2.5% DamageBuff(Psionic)[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]11.1% Defense(Energy)[*]11.1% Defense(Negative)[*]3% Defense(Psionic)[*]3% Defense(Melee)[*]11.8% Defense(Ranged)[*]3% Defense(AoE)[*]2.25% Max End[*]55% Enhancement(RechargeTime)[*]2.5% Enhancement(Confused)[*]9% Enhancement(Accuracy)[*]38.2 HP (3.75%) HitPoints[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Confused) 15.3%[*]MezResist(Held) 12.5%[*]MezResist(Immobilize) 12.5%[*]MezResist(Sleep) 12.5%[*]MezResist(Stun) 12.5%[*]MezResist(Terrorized) 12.5%[*]24% (0.4 End/sec) Recovery[*]52% (2.21 HP/sec) Regeneration[*]1.89% Resistance(Smashing)[*]1.89% Resistance(Lethal)[*]3.15% Resistance(Fire)[*]3.15% Resistance(Cold)[/list] -
[ QUOTE ]
[ QUOTE ]
Just dont...
Never... Ever... use it on Rommie when the Nictus are around...
[/ QUOTE ]
Do it!
Do it!
[/ QUOTE ]
What happens? -
What about Plant? I hear it is comparable to Fire in terms of damage because of Roots.
-
<QR Hi-jack>
What level would you guys suggest getting Taunt? The way my build is set-up now on my SD/SS I get it at level 47 but the way you all are describing it is making me feel I need it sooner. The only issue is I cannot see where I can fit it reasonably without putting off some very important powers. -
<QR>
Which Epic Power Pool would you suggest for a Plant/Storm splattroller? Right now I am using Earth for thematic reasons but I hear Ice is the best because it has two AoEs. -
Man oh man do I love this controller. First one I got past level 20 and it has been a blast, Plant/Storm is an AoE beast! Right now I am at level 40 and I want to start planning an IO build for this toon and I think the one I have come up with is pretty good. I want to get perma-Hasten so I can have perma-Creepers and multiple Tornadoes up. This is just an initial start up build, with purples added later. With this build I have about nine seconds of Hasten downtime, which is not too bad, IMO.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Azshalla: Level 50 Natural Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Entangle -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(3), Entrpc-Dmg/Rchg(7), Entrpc-Dmg/EndRdx/Rchg(19), Entrpc-Heal%(43)
Level 1: Gale -- Acc-I(A)
Level 2: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(23), BasGaze-Acc/EndRdx/Rchg/Hold(46)
Level 4: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(37)
Level 6: Hurdle -- Jump-I(A)
Level 8: Seeds of Confusion -- Mlais-EndRdx/Conf(A), Mlais-Acc/EndRdx(9), Mlais-Dam%(9), Mlais-Acc/Rchg(15), Mlais-Conf/Rng(34), Mlais-Acc/Conf/Rchg(34)
Level 10: Steamy Mist -- EndRdx-I(A), ResDam-I(11), S'fstPrt-ResDam/Def+(11), LkGmblr-Rchg+(43)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Speed -- Run-I(A)
Level 16: Freezing Rain -- TmpRdns-Rng/Slow(A), TmpRdns-Dmg/Slow(17), TmpRdns-Acc/EndRdx(17), TmpRdns-EndRdx/Rchg/Slow(19), TmpRdns-Acc/Dmg/Slow(40)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Snow Storm -- EndRdx-I(A)
Level 24: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(31)
Level 26: Carrion Creepers -- RechRdx-I(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dam%(29), TotHntr-Dam%(31), ImpSwft-Dam%(31)
Level 28: Hurricane -- EndRdx-I(A)
Level 30: O2 Boost -- EndRdx-I(A)
Level 32: Fly Trap -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(33), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(34), C'Arms-+Def(Pets)(46)
Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37), Achilles-ResDeb%(37)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Fissure -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(42), Det'tn-Dmg/Rchg(42), Det'tn-Dmg/Rng(42), Det'tn-Acc/Dmg/EndRdx(43)
Level 44: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(45), LkGmblr-Rchg+(46)
Level 47: Earth's Embrace -- Dct'dW-Heal(A), Dct'dW-Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx(48), Dct'dW-EndRdx/Rchg(50), Dct'dW-Heal/EndRdx/Rchg(50)
Level 49: Combat Jumping -- Zephyr-ResKB(A), LkGmblr-Rchg+(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]5.5% DamageBuff(Smashing)[*]5.5% DamageBuff(Lethal)[*]5.5% DamageBuff(Fire)[*]5.5% DamageBuff(Cold)[*]5.5% DamageBuff(Energy)[*]5.5% DamageBuff(Negative)[*]5.5% DamageBuff(Toxic)[*]5.5% DamageBuff(Psionic)[*]5% Defense[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]5.19% Defense(Fire)[*]5.19% Defense(Cold)[*]13.3% Defense(Energy)[*]13.3% Defense(Negative)[*]3% Defense(Psionic)[*]3% Defense(Melee)[*]12.4% Defense(Ranged)[*]7.38% Defense(AoE)[*]3.15% Max End[*]1.5% Enhancement(JumpSpeed)[*]25% Enhancement(Accuracy)[*]77.5% Enhancement(RechargeTime)[*]4% Enhancement(Heal)[*]2.5% Enhancement(Confused)[*]1.5% Enhancement(FlySpeed)[*]1.5% Enhancement(RunSpeed)[*]1.5% Enhancement(JumpHeight)[*]4% FlySpeed[*]26.7 HP (2.63%) HitPoints[*]4% JumpHeight[*]4% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Confused) 15.3%[*]MezResist(Held) 15.3%[*]MezResist(Immobilize) 12.5%[*]MezResist(Sleep) 14.2%[*]MezResist(Stun) 12.5%[*]MezResist(Terrorized) 14.7%[*]17.5% (0.29 End/sec) Recovery[*]30% (1.27 HP/sec) Regeneration[*]1.89% Resistance(Smashing)[*]1.89% Resistance(Lethal)[*]4.41% Resistance(Fire)[*]4.41% Resistance(Cold)[*]1.88% Resistance(Energy)[*]4.39% Resistance(Toxic)[*]1.26% Resistance(Psionic)[*]4% RunSpeed[*]1% XPDebtProtection[/list] -
QR
One zone I am surprised no one has mentioned is the original level 5-15 hot spot. Before radios and before the Hollows there was one option. Perez Park.
I loved Perez Park. I know getting lost in the woods could be very annoying but the spawn sizes combined with a good team would guarantee a swift trip through the low levels into the teens. I remember street sweep teams that would form and first take out Hellions and Skulls on the outer rim then head in the Park itself for CoT Vahzilok and Clockwork. Eventually you would hit the Lost and Hydra. Perez Park was certainly risky but the reward was well worth it in my eyes. It will always have a special place in my memory.
I would love to see a Perez Park and Boomtown revamp. When I say revamp I do not mean a miraculous rebuilding and reforming of the zone but just some story arcs, a hospital and trainer. Stores wouldn't hurt either I like the way those zones look currently because it gives them flavor. Boomtown is a place I would envision for an epic hero vs villain fight. Someplace where no citizens can get hurt and you can use all you strongest most destructive abilities. Perez Park in one of a kind to me. No other zone is made the same way.
I hate the way they changed the Hollows in I12 (well just the spawn sizes/mob types really everything else was cool) and Faultline, though much more useful and less annoying, doesn't have the same dangerous, epic feel to it. I preferred it as a hazard zone in some ways than a messed up city zone. I hope they do not do the same thing to Perez or Boomtown.
I know a lot of people will bring up the maze aspect of Perez but if you REALLY think about it, you know deep down the Hollows has caused way more strife and suffering than Perez ever did. Bring back Perez Park! -
What about the other Stone Armors, Crystal Brimstone and Minerals. Oh and Granite too.
-
I know this was a long time ago but does anyone have any screen shots of the old school Stone Armor before it was redone in I4? I want to show one of my friends what it used to look like.
-
Why are your attacks slotted so late in the game? It must be hell trying to solo like that!